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| 1 | +REM Conway's Game of Life using 1-D SDATA "array" |
| 2 | +REM Grid: N x N, stored row-major in GameScreen |
| 3 | + |
| 4 | +print "Simulating Conway's game of life using standard rules" |
| 5 | +REM The line below sets the grid size. One can also use INPUT to set it. |
| 6 | +let N = 16 |
| 7 | + |
| 8 | +print "How many generations of Game of life should I run? "; |
| 9 | +Input M |
| 10 | + |
| 11 | +'SEED is a random 5 digit number or more |
| 12 | +let SEED=rnd()*34214*M |
| 13 | + |
| 14 | + |
| 15 | +REM ========================= |
| 16 | +REM 1. INITIAL RANDOM GRID |
| 17 | +REM ========================= |
| 18 | + |
| 19 | +let i = 0 |
| 20 | + |
| 21 | +For i = 1 To N * N |
| 22 | + let gameChar = "." |
| 23 | + SEED = mod(SEED * 16807, 2147483647) |
| 24 | + let rng = mod(SEED * 11, 100) |
| 25 | + if rng < 27 Then |
| 26 | + gameChar = "@" |
| 27 | + EndIf |
| 28 | + sdata GameScreen gameChar |
| 29 | +Next i |
| 30 | + |
| 31 | +REM Create NextScreen with same size (so SSET works on it) |
| 32 | +reset GameScreen |
| 33 | +foreach GameScreen |
| 34 | + sdata NextScreen [GameScreen.Item] |
| 35 | +endforeach GameScreen |
| 36 | + |
| 37 | +REM ========================= |
| 38 | +REM 2. LOOP OVER GENERATIONS |
| 39 | +REM ========================= |
| 40 | +let gen = 0 |
| 41 | + |
| 42 | +For gen = 0 To M - 1 |
| 43 | + |
| 44 | + REM ---- Print current generation from GameScreen ---- |
| 45 | + print "Generation " + str(gen) |
| 46 | + |
| 47 | + reset GameScreen |
| 48 | + let GameOutput = "" |
| 49 | + let cnt = 0 |
| 50 | + |
| 51 | + foreach GameScreen |
| 52 | + GameOutput = GameOutput + [GameScreen.Item] + " " |
| 53 | + cnt = cnt + 1 |
| 54 | + if mod(cnt, N) = 0 Then |
| 55 | + GameOutput = GameOutput + "\n" |
| 56 | + EndIf |
| 57 | + endforeach GameScreen |
| 58 | + |
| 59 | + print GameOutput |
| 60 | + print "" ' blank line between generations |
| 61 | + |
| 62 | + REM If this was the last generation, do not compute a next one |
| 63 | + if gen = M - 1 Then |
| 64 | + goto DoneAll |
| 65 | + EndIf |
| 66 | + |
| 67 | + REM ========================= |
| 68 | + REM 3. COMPUTE NEXT GENERATION (into NextScreen) |
| 69 | + REM ========================= |
| 70 | + |
| 71 | + REM Variables used by neighbor lookups |
| 72 | + let row = 0 |
| 73 | + let col = 0 |
| 74 | + let qRow = 0 |
| 75 | + let qCol = 0 |
| 76 | + let targetIndex = 0 |
| 77 | + let idx = 0 |
| 78 | + let cellChar = "." |
| 79 | + let liveNeighbors = 0 |
| 80 | + let newChar = "." |
| 81 | + let curCell = "." |
| 82 | + let cellIndex = 0 |
| 83 | + |
| 84 | + for row = 1 to N |
| 85 | + for col = 1 to N |
| 86 | + |
| 87 | + REM Get current cell state at (row, col) |
| 88 | + qRow = row |
| 89 | + qCol = col |
| 90 | + gosub GetCell |
| 91 | + curCell = cellChar |
| 92 | + |
| 93 | + REM Count live neighbors |
| 94 | + liveNeighbors = 0 |
| 95 | + |
| 96 | + REM (row-1, col-1) |
| 97 | + qRow = row - 1 |
| 98 | + qCol = col - 1 |
| 99 | + gosub GetCell |
| 100 | + if cellChar = "@" Then |
| 101 | + liveNeighbors = liveNeighbors + 1 |
| 102 | + EndIf |
| 103 | + |
| 104 | + REM (row-1, col) |
| 105 | + qRow = row - 1 |
| 106 | + qCol = col |
| 107 | + gosub GetCell |
| 108 | + if cellChar = "@" Then |
| 109 | + liveNeighbors = liveNeighbors + 1 |
| 110 | + EndIf |
| 111 | + |
| 112 | + REM (row-1, col+1) |
| 113 | + qRow = row - 1 |
| 114 | + qCol = col + 1 |
| 115 | + gosub GetCell |
| 116 | + if cellChar = "@" Then |
| 117 | + liveNeighbors = liveNeighbors + 1 |
| 118 | + EndIf |
| 119 | + |
| 120 | + REM (row, col-1) |
| 121 | + qRow = row |
| 122 | + qCol = col - 1 |
| 123 | + gosub GetCell |
| 124 | + if cellChar = "@" Then |
| 125 | + liveNeighbors = liveNeighbors + 1 |
| 126 | + EndIf |
| 127 | + |
| 128 | + REM (row, col+1) |
| 129 | + qRow = row |
| 130 | + qCol = col + 1 |
| 131 | + gosub GetCell |
| 132 | + if cellChar = "@" Then |
| 133 | + liveNeighbors = liveNeighbors + 1 |
| 134 | + EndIf |
| 135 | + |
| 136 | + REM (row+1, col-1) |
| 137 | + qRow = row + 1 |
| 138 | + qCol = col - 1 |
| 139 | + gosub GetCell |
| 140 | + if cellChar = "@" Then |
| 141 | + liveNeighbors = liveNeighbors + 1 |
| 142 | + EndIf |
| 143 | + |
| 144 | + REM (row+1, col) |
| 145 | + qRow = row + 1 |
| 146 | + qCol = col |
| 147 | + gosub GetCell |
| 148 | + if cellChar = "@" Then |
| 149 | + liveNeighbors = liveNeighbors + 1 |
| 150 | + EndIf |
| 151 | + |
| 152 | + REM (row+1, col+1) |
| 153 | + qRow = row + 1 |
| 154 | + qCol = col + 1 |
| 155 | + gosub GetCell |
| 156 | + if cellChar = "@" Then |
| 157 | + liveNeighbors = liveNeighbors + 1 |
| 158 | + EndIf |
| 159 | + |
| 160 | + REM Apply Game of Life rules WITHOUT ELSE |
| 161 | + |
| 162 | + REM default: cell will be dead |
| 163 | + newChar = "." |
| 164 | + |
| 165 | + REM live cell survives only with 2 or 3 neighbors |
| 166 | + if curCell = "@" Then |
| 167 | + if liveNeighbors = 2 Then |
| 168 | + newChar = "@" |
| 169 | + EndIf |
| 170 | + if liveNeighbors = 3 Then |
| 171 | + newChar = "@" |
| 172 | + EndIf |
| 173 | + EndIf |
| 174 | + |
| 175 | + REM dead cell becomes live only with exactly 3 neighbors |
| 176 | + if curCell <> "@" Then |
| 177 | + if liveNeighbors = 3 Then |
| 178 | + newChar = "@" |
| 179 | + EndIf |
| 180 | + EndIf |
| 181 | + |
| 182 | + cellIndex = (row - 1) * N + col |
| 183 | + SSET NextScreen cellIndex newChar |
| 184 | + |
| 185 | + next col |
| 186 | + next row |
| 187 | + |
| 188 | + REM ========================= |
| 189 | + REM 4. COPY NextScreen BACK INTO GameScreen |
| 190 | + REM ========================= |
| 191 | + idx = 0 |
| 192 | + reset NextScreen |
| 193 | + foreach NextScreen |
| 194 | + idx = idx + 1 |
| 195 | + if idx <= N * N Then |
| 196 | + SSET GameScreen idx [NextScreen.Item] |
| 197 | + EndIf |
| 198 | + endforeach NextScreen |
| 199 | + |
| 200 | +Next gen |
| 201 | + |
| 202 | +DoneAll: |
| 203 | +HALT REM Program ends, subroutine is below |
| 204 | + |
| 205 | + |
| 206 | +REM ====================================================== |
| 207 | +REM SUBROUTINE: GetCell(qRow, qCol) -> cellChar ("@" or ".") |
| 208 | +REM Uses GameScreen as the current generation. |
| 209 | +REM ====================================================== |
| 210 | +GetCell: |
| 211 | + |
| 212 | + REM Out-of-bounds = dead cell |
| 213 | + if qRow < 1 Then |
| 214 | + cellChar = "." |
| 215 | + return |
| 216 | + EndIf |
| 217 | + if qRow > N Then |
| 218 | + cellChar = "." |
| 219 | + return |
| 220 | + EndIf |
| 221 | + if qCol < 1 Then |
| 222 | + cellChar = "." |
| 223 | + return |
| 224 | + EndIf |
| 225 | + if qCol > N Then |
| 226 | + cellChar = "." |
| 227 | + return |
| 228 | + EndIf |
| 229 | + |
| 230 | + REM Convert 2D → 1D index |
| 231 | + targetIndex = (qRow - 1) * N + qCol |
| 232 | + |
| 233 | + idx = 0 |
| 234 | + reset GameScreen |
| 235 | + foreach GameScreen |
| 236 | + idx = idx + 1 |
| 237 | + if idx = targetIndex Then |
| 238 | + cellChar = [GameScreen.Item] |
| 239 | + return |
| 240 | + EndIf |
| 241 | + endforeach GameScreen |
| 242 | + |
| 243 | + REM fallback (should never hit) |
| 244 | + cellChar = "." |
| 245 | + return |
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